Echoes of the Isles

Changelog

Wyld, Tents & Character Creation

Wyld, a card game for two players, is played at tables in the taverns. Character creation is rewritten, a validated death now ends a character, and you can pitch a tent, take co-owners into your house and have your shop's keeper buy for you.

Released
Written by
Enael
Changes
182, in 9 sections

Wyld 9 changes

  • Wyld is a new card game for two players. Each player brings a deck of forty cards and an Aspect, and summons spirits that fight across four lanes to tip the Scale against the other player. See help wyld.
  • There are card tables in the Rearing Stallion, in the Golden Barrel Inn, and in the Smoke Loft up the stairs from the Rearing Stallion. Type wyld challenge <person> at a table to offer a game, or wyld challenge <person> match for the best of three games.
  • Mirren the card dealer in the Smoke Loft sells a starter deck for each of the five forces, booster packs, the Prismatic Pack, deck boxes, a binder and basic tributes. Type open pack to open a pack. See help wyld shop.
  • help wyld abilities says what every word on the cards means, and wyld look <card> shows a card with its rules.
  • Most shopkeepers in Escard play Wyld, and so do some of the regulars in the taverns. Challenge one with wyld challenge <name>. A shopkeeper plays you across the counter, and anyone else plays at a card table. A game against them earns you XP. Once a week, a match you win against a shopkeeper earns you a prize from their shop. See help wyld npc.
  • look binder lists the cards in a binder or a deck box, sorted by force and cost, and wyld look binder <page> shows them as cards, eight to a page.
  • You can play Wyld for silver, for a card, or for both. Before you challenge, set a silver stake with wyld stake <silver>, a card with wyld ante <card>, or both. The winner takes both players' stakes. Anyone else in the room can bet on a game with wyld bet <player> <silver> until its first card is played, and spectate <player> shows you the table at every turn. See help wyld stakes.
  • wyld deck <box> opens a deck box so you can build its deck. You can add and remove cards by name or number, set the Aspect and name the deck. After every change it shows what the deck still needs. A deck's name shows when you challenge with it and in wyld check. See help wyld deck.
  • Woodworkers can make three deck boxes for Wyld (plain pine, lined oak, inlaid oak) and artcrafters three more (pasteboard, painted pine, oak with a glass lid). woodworking list and artcraft list show what each needs.

Metallurgy 3 changes

  • Type metallurgy <school>, such as metallurgy shaping, to see every working that school has given you and what each one does. metallurgy shape on its own shows the same for Shaping, with the forms you can shape. Each school's help now has only its rules. See help metallurgy.
  • You can learn some workings by studying or watching things out in the world. See help metallurgy.
  • Each school's workings are now spread more evenly across its ranks, so you get some sooner and some later. Type metallurgy <school> to see where each one comes.

Wyrdweaving 6 changes

  • Some wyrdweaving patterns are found out in the world. Each is made for one Path and worked into a thing somewhere. A sorcerer on that Path learns it by looking at the thing. See help wyrdweaving.
  • Wyrdweaving ranks now cost experience, like any other skill's. The ranks you already have stay free.
  • Wyrdweaving has three new patterns.
  • Anyone who puts on a woven thing feels what it does. See help wyrdweaving.
  • When you drink a woven draught you keep its empty bottle.
  • The deepsleep pattern takes the canvas bedroll from the general store as well as a leather one.

Sorcery 10 changes

  • evoke list <force or element> lists only the spells that need that force or element most, and evoke list sort <force or element> lists every spell you know by how much of it they need. See help evoke.
  • ritual focus <ritual> shows a ritual you know for roleplay, without performing it. See help rituals.
  • cancel breach is new, and Breach has changed. See help cancel.
  • Bitterfeed and Wind's Errand have changed.
  • On the astral, a find you already know now restores some of your aura.
  • Type sorcery to see what the levels of Sorcery you have reached give you. help sorcery levels now has only the rules.
  • Some of the levels of Sorcery give something new.
  • New spells: Closure, Stillwater Stride, Satiety and Unsullied.
  • Ovinavem is renamed Folinavem, and has changed.
  • The Path of Nature has a new spell.

Crafts and Food 27 changes

  • Crafts now use ingredients in an open bag you carry, and ingredients in the room within 5 paces, lying loose or in an open container such as a cupboard. What you carry is used first. See help ingredients.
  • craft search <thing> lists every recipe in every craft that uses or makes it, and <craft> search <thing> looks in one craft. See help craft search.
  • season <food> with <topping> spreads butter, honey, jam and the like on food, or seasons it with a fresh herb, so it nourishes you more. See help season.
  • Cooking has roast fish, roast steak and roast vegetables for beginners, and berry jam, fruit preserves, nut butter, nut bread, nut bars, fruit juices and lemonade.
  • Cooking makes ale, cider, mead and wine, and at high ranks brandy, whisky, berry liqueur and herb cordial, in bottles or in kegs. Set a keg down and fill your cups and bottles from it. See help cook.
  • Leatherworkers make hide parchment and deerskin vellum to write on. You can make stationery, ledgers and codices from them.
  • Weavers make rag dolls and stuffed animals, and woodworkers make jointed wooden figures and fishing poles.
  • Jewelcrafters make key rings in pewter, silver and gold, and the general store sells a plain iron one. A key ring works carried, held or hung from your belt. See help lock.
  • A lockable desk made with woodworking has a number stamped on its lock and on its key. Only a key with the same number opens it. See help lock.
  • Wenna the fishmonger sells fishing poles and teaches fishing.
  • Harvesting a crop can give you a seed or cutting to plant again. See help gardening.
  • tend now tells you when nothing in the room needs tending.
  • A house can have a glassworker's furnace and a potter's kiln as permanents.
  • You can grow herbs indoors and in town in a planter. Woodworkers make a long pine planter and artcrafters a wide clay one. Each planter holds one patch of herbs. See help gardening.
  • Jewelcrafters make studs, hoops and barbells for piercings, in pewter, silver and gold. Piercings go in the nose, lip, brow, tongue, navel or chest, and the ones in the navel or chest are hidden under your clothes. See help wear.
  • Weavers make canvas tents and leatherworkers make leather tents, with tent poles from a woodworker. Pitch one outdoors, away from the town, and go inside. It is a small room of your own with no weather, and what you leave in it stays there. See help tent.
  • The general store sells plain tallow candles, eggs, glass bottles, glass vials, canvas rucksacks and brown paper packages. Old Hesper's farm stall sells eggs.
  • Leatherworkers make waterskins that hold two, five and ten drinks. A waterskin or bottle is heavier when it is full. See help fill.
  • Artcrafters make glass vials and brown paper packages, and can make paper pulp and raw glass in bulk.
  • Weavers make suture silk from silk thread. A wound stitched with suture silk stays shut against bleeding half again as long. See help treat.
  • Cooking makes boiled eggs.
  • A crafted leather satchel holds 70 instead of 60.
  • <craft> check shows what a thing is worth only once you have the rank to make it.
  • tool copy <item> to <item> copies the tooling of one item onto another of the same kind, and tool copy <item> to all.<item> onto every one you carry. See help tool.
  • Nightshade grows in woodland and hemlock in fields and by water. Both can be foraged, and both are poisonous to eat. See help herbs.
  • A house can have a water pump as a permanent. See help house fixtures.
  • Soap tells you how many washes it has left. A bottle of perfume lasts ten dabs. See help dab.

Guilds 7 changes

  • balance shows your guild's treasury to every member, and balance ledger shows members the entries that name them. A guild's leaders and subleaders see every entry. See help balance.
  • Any member can give to the guild with deposit <amount> <gold|silver> guild.
  • guild ranks lists your guild's ranks by number, and score shows your rank's number. See help 'guild commands'.
  • A fine set with levy needs a reason, and the person fined sees it with tax. The levy list shows the rank of the person who set each fine. See help levy.
  • A guild's leaders and subleaders can arrange the furniture in their hall with place, and unbolt a piece to carry it to another room of the hall. See help bolt.
  • The Merchant porter in the Chamber of Commerce sells a workshop pass for 50 silver. It lets anyone into the Merchants' forge and workshops for about two and a half hours. See help guild halls.
  • Your tenth guild mission in a week earns a quest point, and so does working all three job sessions in a week. See help missions and help jobs.

Other Changes 72 changes

  • Character creation is rewritten as seventeen rooms, one step in each. It now also covers screen and client settings, languages, character notes, learning in the game, money, jobs and guilds, and getting hurt and dying.
  • The Escardian every character starts with now costs no XP for characters from the other regions too. If you came from another region, you have up to 5,700 XP back. See help xp.
  • The three getting started helps (help part one, help part two and help part three) and the helps for pkill, fitness, year, who, height and weight are rewritten to match the game.
  • help what now is new. It covers what to do once you are in Escard: rp, whererp, roleplay, Wyld and which helps to read next. Leaving character creation points you to it.
  • The progression guide, help progression, is rewritten to match the game: how skills grow, who trains each craft, gathering and mining, and what each craft makes.
  • A new background, Labourer, favours mace, axe, gardening, treat and woodworking. See help labourer.
  • move <name> walks you up to a shopkeeper or other non-player character in the room.
  • When you strike someone in a fight, you see how tired they look, the first time and again whenever it changes.
  • affects and score show how long strain will keep you from research. See help research.
  • idea mine lists only the ideas you filed, and bug mine only your bugs. See help idea.
  • rumor never tells you a rumor you have already paid to hear. See help rumors.
  • A rumor you start earns you XP when the staff approve it. See help rumors.
  • Drink wears off as you play. Each emote or rpecho takes some off, and so does time. You are tipsy, then drunk, then very drunk, and you slur more at each stage. Everyone who hears you sees the same slurred words, and walking drunk is slower. See help drunk.
  • affects and score show how long each affect lasts in real minutes.
  • A working Librarian can sell copies of the library's books. The silver goes to the players who wrote the book. See help librarian.
  • help rpa opens the quest points help.
  • Guild commission boards can ask again for finished goods that wyrdweaving also uses, such as rings and instruments.
  • A player shop's list and stock have narrower number columns, so a full item name fits on one line.
  • New runes have been added to runesmithing.
  • Anyone who is knocked out can be carried, whether or not they have nofollow on. See help carry.
  • score shows your appearance as well as your attention.
  • play [tune] while you are playing changes to that tune. See help play.
  • @p works while you write a letter, and a letter written in the mail editor is now written in your languages, the same as a letter on paper.
  • Woven mantles are worn about the body, like a cloak.
  • Rumors die out after about a week unless someone spreads them, and spreading one gives it another week. See help rumors.
  • Commissions pay the full list price of what they ask for, and can ask for dearer things.
  • A crate of ore smelts into twenty ingots.
  • You can now forage sand on the coast and in the desert, and use it for glassmaking.
  • Any herb can be planted on mountain ground as well as field, forest and hills.
  • Mehylen's weakness is a poison, and anything that cures poison cures it.
  • Cuts and lash wounds on the arms no longer slow your walking.
  • A mount that is in a fight will not carry you away until the fight is over.
  • The miners on an escort will not step through a sorcerer's gateway.
  • guildleaders lists each guild's sub-leaders too.
  • The patrons of the Rearing Stallion and the Golden Barrel talk, come and go far less often.
  • A validated death now ends the character. It stays on its account as [Deceased]. You make a new character and bind it to the account, which keeps part of what the old one earned. Everything the dead character wore and carried stays on their corpse where they fell. See help death.
  • A player's corpse no longer decays. It lies where it fell until a Gravekeeper buries it, which a Gravekeeper can do once staff validate the death. The grave mound lasts a day or two. A player killed by another player's follower now leaves a corpse too.
  • idea private <idea> files an idea that only you and the staff can see. See help idea.
  • You can file 3 new ideas in any 7 days. Ideas from your other characters on the same account or with the same OOC name count toward the 3. See help idea.
  • Conscripted guards are stronger. A follower you order to protect someone shields them every round of a fight, even when ordered in the middle of one, until you order it to attack. See help protect.
  • When you drop a piece of furniture you can carry, such as a crafted table, chest or bookshelf, it is set at the nearest free spot within five paces. A bed, oven or bookshelf goes against a wall. You can move it with place. See help place.
  • In MudForge, Ctrl+D copies text with its colours as this game's colour codes once you choose the right style in MudForge's settings. See help client.
  • A direction you type yourself while you are stopped gives up the rest of your path, as halt does. When a step fails, such as a mount refusing, it stays on your path and journey goes on from there. See help journey.
  • When you go AFK with a message, everyone in the room sees the message. See help afk.
  • While you are unconscious you see and hear nothing that happens in the room. Tells and OOC channels still reach you. See help unconscious.
  • Your horse joins a fight you are in as soon as your foe is in the room with you. It does not join a spar. See help mount.
  • qp slot buys one more mastery slot for 15 quest points. Each character can buy up to 5. See help quest points.
  • Accounts now earn quest point fragments. Every 5 fragments become a quest point. See help vote.
  • Each day you vote for the game on MudVault (mudvault.org/mud/7), your account gets 2 fragments. Link your character first with vote link. See help vote.
  • Your account gets 1 fragment each day once your characters have been online for 30 minutes. See help vote.
  • count <keyword> counts the things with that keyword on you, in the room and in open containers. See help count.
  • empty <container> tips a bag, box or package out onto the ground, and empty <container> into <container> puts what it holds into another. See help empty.
  • signature edit writes your signature, and sign <paper> signs a paper with it. See help signature.
  • You can post a letter too long for one page into a book. It runs over as many pages as it needs. See help post.
  • You can wrap a parcel yourself in a package and send it with mail parcel package <name>. See help mail.
  • house coowner add <person> makes someone a co-owner of your house, with everything an owner can do there. See help house coowner.
  • house plaque <words> puts a plaque on your front door. Anyone who looks at the closed door from the street reads it. See help house coowner.
  • A player shop's keeper can buy for the owner. The owner sets what and at what price with shop order, and anyone can sell to the keeper with sell. See help shop order and help sell.
  • A quiver can hang from your belt: wear quiver belt. See help archery.
  • A drawn weapon shows as (drawn) in your prompt. See help prompt.
  • nofollow notify tells the room whether you now accept followers, and nofollow <person> tells one person. See help nofollow.
  • In the dark you can find a lamp or candle in a bag you carry by feel. See help light.
  • escape <portal> <emote> escapes into a portal or gateway in the room. See help escape.
  • If a creature knocks you out while another player in the room is on their feet, you stay where you fell until they go down too or leave. You do not come round while a fight goes on in your room. See help treating wounds.
  • A skill you block below its rank with learn block fades to that rank as you play, and half the experience those ranks cost comes back. See help learn.
  • A guild's commission board shows how many of each you can still hand in this week. A guild with few members about gets smaller commissions. See help missions.
  • The miners on an escort no longer tire on the walk.
  • Claim-jumpers who attack an escort may run away when they are badly hurt.
  • Stray cats eat a fish if you give them one.
  • Everyone in the room now sees a metallurgist mend or splint a wound.
  • In an editor, an ordinary command you type is followed by a line saying the editor is still open.
  • In MudForge, when the crafting window's tabs do not all fit, you can drag them sideways or turn the mouse wheel over them. This needs the new client package.

Bugs 37 fixes

  • Corpses read "the corpse of a Escardian man". Fixed.
  • Wyrdweaving's smith's armband now counts when you repair a blade's edge with sharpen.
  • In a few rooms, looking at something the room describes said you did not see it. Fixed.
  • The metallurgy screen said "1 charges". Fixed.
  • Skill at tracking did nothing for faded trails, and clearing your own trail ignored it too. Fixed. See help track.
  • Buying from a player's shop started the keeper's name in lower case. Fixed.
  • The fifty ready-made player-shop keepers no longer name clothes in their looks, and a keeper with a ready-made look now wears plain town clothes. A keeper you customize still wears nothing, so your description of them stands.
  • Fixed a bug in Oblivion and in Fames/Sitis.
  • Fixed a wrong message from Sorcerous Domain.
  • focus while researching gave the duelling refusal. Fixed.
  • A report made with <command> bugreport showed a blank line in bug list. Fixed.
  • guildleaders listed someone who leads their second guild under their first. Fixed.
  • The two-character limit counted the character you were logging back in to, so a hung session could not be reconnected to. Fixed.
  • exits said a room was too dark to see into when you could see in the dark. Fixed.
  • Followers stopped short when the one they followed added a direction while walking. Fixed.
  • Inspiration could be used on instruments. Fixed. See help play.
  • Market Street had two south-east corners. The south-west one is named Market Street South West.
  • Fixed bugs in Lumons, Breach, Wind's Errand, Farsight, Attunement and Phantasm.
  • Saying a long line while drunk could crash the game. Fixed.
  • focus aether and focus luna each used the other force's rank. Fixed.
  • move read direction words inside other words, so move cupboard walked you to the middle of the room. Fixed.
  • A drunk emote that switched language repeated the whole quote. Fixed.
  • Research strain never wore off for a character with Charisma under 5. Fixed.
  • A seed found while foraging could not be stolen until you next logged in. Fixed.
  • put all keyring left room keys out. Fixed.
  • recall took you back into character creation. It now takes you to the Village Square. See help recall.
  • The leather handbag sold at character creation could not be picked up again once dropped. Fixed.
  • speak efraulite said it was not a language. Fixed.
  • The master weaver could not train weaving with gain weaving. Fixed.
  • Furniture you can carry, such as a crafted bookshelf, did not show on the room map once set down, and neither did a lamp, lantern, torch or candle. Fixed. See help map.
  • In MudForge the room map drew a bath as a small washbasin on the wall. A bath now shows as a tub, or as a bath set into the floor.
  • buy 2 in the card shop bought a card with a 2 in its name. A number now always buys that row of list.
  • history kept only a line or two of a quiet channel. Each channel now keeps its last 20.
  • A horse you were riding could walk off across the room in a fight with you still on it. It now stays under you and strikes only what it can reach from there.
  • A messenger that came before you typed message accept went back without telling you. Now you and the sender are both told.
  • play quiet while you were playing stopped your tune and started an unnamed one. It is now refused, as play is. See help play.
  • A charge that could not go, such as when your horse was fighting someone else, still said you charged off and used your round. Now you are only told why, and your round is not spent.

Admin Goodies 11 for staff

  • validate <name> yes retires the character instead of resetting it for a rename, and the five-death limit is gone. What they carried is put on their corpse where they fell, or on the ground there if the corpse is gone, and validate says where. validate <name> no takes the corpse away.
  • With holylight on, looking at a player's corpse, or the grave mound after a burial, shows the record of the death: who died and how they looked, who killed them and with what, when (in the game and on the server clock), where, which players were there, the validation and the burial.
  • secrets lists every place in the world that teaches a wyrdweaving pattern or a metallurgy working, and what it teaches. secrets <char> shows what someone has learned, and secrets <char> teach <id> or forget <id> gives or takes one. Staff who look at one of these things see a line naming it. See help secrets.
  • metalset <char> lists the workings a metallurgist has learned from the world.
  • wyld open and wyld close open and close Wyld to players (trust 109). It stays as it was left across a reboot. Staff can always play, and a game already under way can be finished when it is closed.
  • wyld starter <force> [person] hands out a starter deck in its box. wyld auto makes your move for you. wyld games lists the games being played. wyld look <card> shows any card in the game, with its full art where it has one.
  • The act flags wyld and wyld_hard (medit) make an NPC play Wyld: wyld one turn ahead with its force's starter deck, wyld_hard three turns ahead with a deck built from its force's booster cards. A shopkeeper's force follows its trade in the shop registry. wyld games marks NPC players.
  • Stakes and bets on a Wyld game still under way when the server goes down are kept in data/wyld_stakes.dat. Each player gets theirs back when they next log in.
  • idea disable closes the idea tracker to new ideas from players until idea enable. Players can still read ideas and add to them, and staff can still file them. It stays closed through a reboot. The limit of 3 new ideas in 7 days does not apply to staff. See help idea.
  • inherit <dead> <heir> hands a house to one of its co-owners, who becomes its owner.
  • set obj <object> lock <number> sets the number on a desk's lock or on a key, and lock new stamps a number never used before. stat obj shows it. Desks made before this have no number and open with any key made for that kind of desk. To give one a lock of its own, set a new number on the desk and the same number on its key. See help lock.